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using UnityEditor.Rendering.UITK.ShaderGraph;
using UnityEngine;
using SlotType = UnityEditor.Graphing.SlotType;
namespace UnityEditor.ShaderGraph
{
[Title("UI", "Default Bitmap Text")]
[SubTargetFilter(typeof(IUISubTarget))]
class DefaultBitmapTextNode : AbstractMaterialNode, IGeneratesBodyCode, IMayRequireUITK
{
public DefaultBitmapTextNode()
{
name = "Default Bitmap Text";
synonyms = null;
UpdateNodeAfterDeserialization();
}
const int k_InputSlotIdTint = 0;
const int k_OutputSlotId = 1;
const string k_InputSlotNameTint = "Tint";
const string k_OutputSlotName = "Bitmap Text";
public sealed override void UpdateNodeAfterDeserialization()
{
AddSlot(new DefaultVector4MaterialSlot(k_InputSlotIdTint, k_InputSlotNameTint, k_InputSlotNameTint, "Default"));
AddSlot(new ColorRGBAMaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector4.one, ShaderStageCapability.Fragment));
RemoveSlotsNameNotMatching(new[] { k_InputSlotIdTint, k_OutputSlotId });
}
public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
{
string outputVarName = GetVariableNameForSlot(k_OutputSlotId);
sb.AppendLine("float4 {0} = float4(1, 1, 0, 1);", outputVarName);
sb.AppendLine("[branch] if ((_UIE_RENDER_TYPE_TEXT || _UIE_RENDER_TYPE_ANY) && round(IN.typeTexSettings.x) == k_FragTypeText && (!(GetTextureInfo(IN.typeTexSettings.y).sdfScale > 0.0)))");
using (sb.BlockScope())
{
bool hasTint = GetInputNodeFromSlot(k_InputSlotIdTint) != null;
sb.AppendLine("BitmapTextFragInput Unity_UIE_EvaluateBitmapNode_Input;");
sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.tint = {0};", hasTint ? GetSlotValue(k_InputSlotIdTint, generationMode) : "IN.color");
sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.textureSlot = IN.typeTexSettings.y;");
sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.uv = IN.uvClip.xy;");
sb.AppendLine("Unity_UIE_EvaluateBitmapNode_Input.opacity = IN.typeTexSettings.z;");
sb.AppendLine("CommonFragOutput Unity_UIE_EvaluateBitmapNode_Output = uie_std_frag_bitmap_text(Unity_UIE_EvaluateBitmapNode_Input);");
sb.AppendLine("{0}.rgb = Unity_UIE_EvaluateBitmapNode_Output.color.rgb;", outputVarName);
// To correctly apply the opacity we have to multiply the alpha values by the input color's alpha if input color is not used as the tint
if (hasTint)
{
sb.AppendLine("{0} = Unity_UIE_EvaluateBitmapNode_Output.color * IN.color.a;", outputVarName);
}
else
{
sb.AppendLine("{0}.a = Unity_UIE_EvaluateBitmapNode_Output.color.a;", outputVarName);
}
}
}
public bool RequiresUITK(ShaderStageCapability stageCapability)
{
return true;
}
}
}